My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
RIP

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Witch Ice Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Witch P.E.K.K.A Ice Wizard Electro Wizard Sparky

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Hogs

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Hogs

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Hogs P.E.K.K.A

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Royal Hogs Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Royal Hogs Clone Sparky
Giant Snowball
Bats Royal Hogs Clone Witch
Zap
Bats Royal Hogs Clone Witch Sparky
Barbarian Barrel
Royal Hogs Clone Witch Ice Wizard Electro Wizard Sparky
The Log
Royal Hogs Clone Witch Sparky
Earthquake
Royal Hogs Clone Witch
Arrows
Bats Royal Hogs Clone Witch
Royal Delivery
Bats Royal Hogs Clone Witch P.E.K.K.A Ice Wizard Electro Wizard Sparky
Fireball
Royal Hogs Clone Witch Ice Wizard Electro Wizard Sparky
Poison
Bats Royal Hogs Clone Witch Ice Wizard Electro Wizard Sparky
Lightning
Witch Ice Wizard Electro Wizard Sparky
Rocket
Royal Hogs Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Wizard Sparky

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Clone P.E.K.K.A Ice Wizard Sparky

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Witch Ice Wizard Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Clone Ice Wizard Electro Wizard Royal Hogs Witch Sparky P.E.K.K.A

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

12 Bats Clone Ice Wizard Electro Wizard

Attack Synergies 1 12

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Royal Hogs Clone P.E.K.K.A Sparky
Royal Hogs
Bats Clone Electro Wizard
Clone
Bats Royal Hogs Witch Electro Wizard Sparky
Witch
Clone P.E.K.K.A
P.E.K.K.A
Electro Wizard Bats Witch Ice Wizard
Ice Wizard
P.E.K.K.A
Electro Wizard
P.E.K.K.A Royal Hogs Clone Sparky
Sparky
Bats Clone Electro Wizard

Defense Synergies 0 8

Bats
P.E.K.K.A Ice Wizard Electro Wizard Sparky
Royal Hogs
Clone
Witch
Ice Wizard Electro Wizard
P.E.K.K.A
Bats Ice Wizard Electro Wizard
Ice Wizard
Bats Witch P.E.K.K.A
Electro Wizard
Bats Witch P.E.K.K.A
Sparky
Bats

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Electro Wizard Sparky
P.E.K.K.A Sparky Bats Witch Ice Wizard Electro Wizard
Witch P.E.K.K.A Sparky Bats Ice Wizard Electro Wizard
Witch P.E.K.K.A Sparky Bats Ice Wizard Electro Wizard
P.E.K.K.A Sparky
Bats Ice Wizard Electro Wizard
Bats Electro Wizard Witch Ice Wizard
P.E.K.K.A Electro Wizard Sparky
Witch P.E.K.K.A Sparky Ice Wizard
Ice Wizard Electro Wizard Sparky
Bats Witch Ice Wizard Electro Wizard
Bats Witch Ice Wizard Electro Wizard
P.E.K.K.A Sparky Bats Witch Ice Wizard Electro Wizard
Sparky Bats Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Sparky Electro Wizard
P.E.K.K.A Electro Wizard Sparky
Sparky Bats Witch P.E.K.K.A Electro Wizard
Bats Witch Ice Wizard Electro Wizard
Witch Bats Ice Wizard Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Bats Witch P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A Sparky

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Witch P.E.K.K.A Electro Wizard Sparky
Electro Wizard
P.E.K.K.A Bats Witch Electro Wizard Sparky
P.E.K.K.A Bats Electro Wizard Sparky
P.E.K.K.A Witch Sparky
Bats Witch Ice Wizard Electro Wizard
P.E.K.K.A Sparky Bats Witch Ice Wizard Electro Wizard
P.E.K.K.A Sparky
P.E.K.K.A Electro Wizard Bats Witch Sparky
Witch P.E.K.K.A Sparky
P.E.K.K.A Bats Witch Sparky
P.E.K.K.A Electro Wizard
P.E.K.K.A Witch Sparky
Witch Sparky
Witch Electro Wizard Sparky Bats P.E.K.K.A
Bats Witch P.E.K.K.A Ice Wizard Electro Wizard Sparky
Ice Wizard Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Sparky
Ice Wizard Electro Wizard
Sparky
Sparky
Sparky
Bats Witch Ice Wizard
Witch Sparky
Ice Wizard
Bats Electro Wizard Sparky
Electro Wizard Sparky
Sparky
Sparky
Witch Sparky
Sparky
Sparky
Bats Sparky
Electro Wizard Sparky
Witch
Sparky
Sparky
Witch Ice Wizard Sparky
Witch
Witch Ice Wizard Electro Wizard Sparky
Witch Sparky
Sparky
Bats Witch Ice Wizard Electro Wizard Sparky
Electro Wizard Bats Witch
Sparky
Sparky
Electro Wizard Sparky
P.E.K.K.A Sparky
Sparky
Electro Wizard Bats Witch
Witch Ice Wizard Electro Wizard
Electro Wizard Sparky
Sparky
P.E.K.K.A Sparky
Bats Witch Electro Wizard Sparky
Bats Witch Electro Wizard
Witch Electro Wizard Sparky
P.E.K.K.A Sparky
Sparky

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